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View Full Version : Suggestion for game balance



Jdove
01-27-2021, 06:03 AM
Lock weapon skill damage and massive critical hit white damage behind a damage wall so if a weapon skill is done too quickly its damage gets nerfed 90% like the magic burst wall and blood pact wall, this would create the need for planned skillchains and the need for people to use BLM and magic burst jobs to do good damage and stop people from using the same 8 jobs (Run cor geo brd whm drk war mnk ) for absolutely everything and give the game some needed versatility. And also let mobs stay glued to pld and give it some debuffs that let it compete better with rune fencer. (This isn't meant to be directed at players who think differently but at the devs as a suggestion.)

Alhanelem
01-27-2021, 07:05 AM
I would rather they just remove those limits instead of impose them on more things. I don't think people need to be pressured to use skillchains, people already do it often. Besides, even those WS would still be subject to the proposed penalty, so all it would end up doing is making everyone feel weaker.

Jdove
01-27-2021, 07:22 AM
That's the whole point, weapon skills need to do less damage to give other types of jobs a chance to shine. Even if there was no damage wall on anything people would just keep doing the same thing as they are doing now because they would just ignore other jobs anyways. The only way to get people to even consider other tactics is punish them so it isn't possible to just weapon skill spam everything to death with as much haste and +attack as possible. Also cor brd and geo need a nerf they are all way too over powered.

Tsukihika
01-27-2021, 08:25 AM
Rather than nerfing what gives players pleasant feeling, they should instead bolster the strengths of each job further. Quite a number of players find FF14 jobs/classes utterly boring because they have been homogenized to the point, where it doesn't really matter which one you play anymore. Such overbalancing of jobs could potentially be a deathblow to game like ffxi where people have grown used to the strong points of each job. Main issue with melee dmg vs. caster dmg lies in melees having means to vastly increase their own attack and weaken enemy defenses. Warrior berserk + armor break 25% def down for example. If there was similar means for black mage to greatly boost their own magic dmg output and shatter enemy magic defense, perhaps via targeted ability or such, it would greatly increase the desirability of jobs like blm. Even if they were merely used to boost that corsair leaden salute damage. :p While there are some weapon skills that decrease enemy magic defense, their actual effects are nowhere near the strengths of attack boost + def down.

Alhanelem
01-27-2021, 08:49 AM
That's the whole point, weapon skills need to do less damage to give other types of jobs a chance to shine. Even if there was no damage wall on anything people would just keep doing the same thing as they are doing now because they would just ignore other jobs anyways. The only way to get people to even consider other tactics is punish them so it isn't possible to just weapon skill spam everything to death with as much haste and +attack as possible. Also cor brd and geo need a nerf they are all way too over powered.
Well like I said, If anything needs to be done I'd rather it be resolved by reducing or eliminating the penalty on magic damage instead of nerfing melee damage into the ground.

Fermion
01-28-2021, 01:35 PM
Maybe they should limit the amount of simultaneous buffs. It's getting silly that every serious endgame strategy is reduced to Cor, Geo, Brd, Run, Whm, DD, throw on a bunch of buffs, and just have the DD spam WS till victory. For a game with such diverse jobs, it's a shame how all that job diversity gets ignored for the same old parties for every...freaking...event. I don't even blame the community. Because everything is such a grind, may as well do it in the easiest way possible.

With the meta party setup, it takes 90% of the strategy out of the game. At least if we had limited buffs, we'd actually have to think again about our strategies again. Not scripted events like run 20 yalms away at 50%, I'm talking about real strategy, like if we're limited to 10 buffs, that'd make us think of buffs as precious limited resources, and kick out a couple support jobs, thereby letting people come to events on jobs they actually enjoy.

Jdove
04-16-2021, 04:49 AM
this is a bump

VoiceMemo
04-16-2021, 01:26 PM
Maybe they should limit the amount of simultaneous buffs. It's getting silly that every serious endgame strategy is reduced to Cor, Geo, Brd, Run, Whm, DD, throw on a bunch of buffs, and just have the DD spam WS till victory. For a game with such diverse jobs, it's a shame how all that job diversity gets ignored for the same old parties for every...freaking...event. I don't even blame the community. Because everything is such a grind, may as well do it in the easiest way possible.

With the meta party setup, it takes 90% of the strategy out of the game. At least if we had limited buffs, we'd actually have to think again about our strategies again. Not scripted events like run 20 yalms away at 50%, I'm talking about real strategy, like if we're limited to 10 buffs, that'd make us think of buffs as precious limited resources, and kick out a couple support jobs, thereby letting people come to events on jobs they actually enjoy.

We're already limited in the songs/rolls you can have, max is 12. It wasn't limited before, but a few years ago SE capped it.